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mrimer
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icon 3.2.1 Patch (Windows) (+5)  
I'm releasing a maintenance patch that should address several bugs in TCB 3.2. If anyone would like to help test, please verify the below issues are fixed (if you know which bug reports they are addressing). If there's a problem with any of these fixes, I'll put out a new build to fix them before this patch goes official.

[Please see bottom post for build 89 patch]

3.2.1.89
-----------

+ Multiple monitors: should now be able to drag the DROD app window onto a secondary monitor

(thanks, TFMurphy!)
+ Now clicking a stalwart will highlight its attack target.
+ Now clicking a snake will show its length in tiles.
! Halph: now when the orb or pressure plate Halph is going to activate breaks (i.e. a one-use plate gets used, etc.), Halph will seek out a new one to activate.
* Aumtlich beams and swords: Now when multiple swords are on the tile that blocks an aumtlich's gaze, all swords will be considered, and not only the one of the monster that moves last (bug link)
* Seep death: fixed so seep will die any time it ends up outside a wall or closed door (e.g. builder places a pit on it).
* Destroying tarstuff: Events that destroy tarstuff now destroy all tar tiles first before any tar babies are created.
* Killing brains: Now if a monster (e.g. guard, added) kills the last brain in the room, any monsters that haven't taken their turn yet will still used brained pathmapping (bug link). This is to remove the non-obvious and confusing impact of monster movement order when the brain dies.
* Questions, mimics and cut scenes: Now these should all work together properly on the same turn. (bug link)
* When using a player role that kills with its body (like a goblin) it's now possible to simultaneously move a platform and kill a monster (bug link)

(thanks, schep!)
* Rock Giants can kill characters whose appearance is Beethro or Stalwart, when the character is not Invulnerable. (Rock Giants will always refuse to step on anyone else.)
* When there are multiple Beethro NPCs in the room and one of them dies, the graphics code figures out the correct one so it can draw flailing sword and munching monster.
* Back-compatibility fix: Guards use pathmapping when their target is a Beethro NPC.
* Fixed playback of multi-room demos.
* Fixed: Now clones and characters in the form of a wraithwing, fegundo, tar baby, mud baby, or gel baby will not be killed by hot tiles.
! Now Halph can follow a player with Mimic or Decoy role.


3.2.1.88
-----------
* Fixed .dll version errors (build 87).
MSVS: Now built using MSVS 2008 C++, instead of 2005.
SDL: Upgraded the library from 1.2.13 to 1.2.14 (for changelog, see here).
libcurl: Upgraded to 7.20.0 from 7.15.2
lpng: Upgraded to 1.4.1 from 1.2.15
libogg: Upgraded to 1.2.0 from 1.1
libvorbis: Upgraded to 1.3.1 from 1.2
libtheora: Upgraded to 1.1.1 from 1.0
zlib: Upgraded to 1.2.4 from 1.2.3
Several changes with how mirrors interact with items they are on top of: (thanks, schep!)
* Closing doors breaks fuses even when a mirror hides the fuse.
* When an explosion hits a tile with mirror and fuse, the mirror is destroyed and the fuse lights.
* Tokens which can toggle state get toggled even when under a mirror.
* If a mirror hiding a scroll falls into a pit or water, the scroll also falls.
* The script command 'Activate Item At' can activate tokens hidden by mirrors.
* If a character appears on a "T-Layer" object on a trapdoor and drops the trapdoor by moving, the object falls if building a pit or water would cause it to fall. [Affected objects: mirrors, potions, orbs, tarstuff, briars, bombs, and stations. Scrolls already worked correctly. Tokens, obstacles, and lightposts never fall.]
* Scripts can place build markers for potions, fuses, and bombs on tiles with mirrors.
* Builders will build fuses underneath mirrors rather than replacing the mirrors.
* When a briar destroys a mirror, any scroll, fuse, or token which was underneath is also destroyed.
* When a Builder destroys a mirror by building a potion or bomb, any scroll or fuse which was underneath is also destroyed.
* Fixed display issues: "Hold Mastered!" now won't be drawn on "Secret Room!" message. (thanks, schep!)

3.2.1.87
-----------
* Fixed embedded .manifest file error (build 86).
+ New drod.ini option: AlwaysFullBlit (thanks, Briareos!)

3.2.1.86
-----------
! Upgraded internal libpng library to version 1.2.36.
! Upgraded internal libvorbis library to version 1.2.0.
! Upgraded internal libtheora library to version 1.0.

* Build 85 fix: now tarstuff monsters don't get an extra turn when activating a tar switch token. (thanks, TFMurphy!)
* Build 85 fix: pre-placed clones should not trigger pressure plates on room entrance.
* Now a flying clone doesn't trigger a pressure plate on placement.
* Player progress import: Now imported player progress totals are merged correctly with the current player's room progress tally. (thanks, Schep!)
* Player end hold import: Now when importing "End Hold" saved game info (i.e. from the TCB demo, where you end the hold at the end of the demo), if there is no way to actually end the hold from that room (e.g. in the full TCB hold version), then the game won't keep that bit of information any more.
* Fixed a memory leak when unpacking saved movement commands (e.g. when replaying a room demo).
* Fixed an NPC script cut-and-paste Goto command bug.
* Fixed potential crash when exiting the game when we couldn't load resources.
* Minor UI improvement: game now doesn't buffer up movement commands when holding down a key while transitioning to a new room.
! Cosmetic issue: Now awake, red evil eyes don't revert to blue when falling into a pit.
! Cosmetic issue: Now explosions appear on affected orbs. (thanks, Schep!)

3.2.1.85
-----------
! Now demos where the player doesn't start on a current valid room entrance are marked invalid (CaravelNet-related).
* Fixed a bridge building crash.
* Mimics and human NPCs: now can properly push a mirror and activate a token covered by the mirror at the same time.
* Clones: now their flying attribute is properly synched with the player's when the player's role changes.
* Tarstuff switcher tokens: now won't stop tarstuff from growing when activated by an NPC on the turn when tarstuff should grow.

3.2.1.84
-----------
* Fixed bomb explosions going against neighboring force arrows (thanks, TFMurphy!)
* Fixed a crash in the room editor.
* Fixed game level not exiting when starting the level on an exit itself.
* Fixed unlimited undo not working during room editor playtesting past restarting to a checkpoint.
* Fixed minor room editing issues.
! Made news marquee font size a bit larger.
! (Windows) Installer now doesn't require user admin privileges to run. (this one might be especially useful to CSR)

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 01-03-2011 07:58 PM]
09-01-2008 at 06:21 PM
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CuriousShyRabbit
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icon Re: 3.2.1.84 Patch (Windows) (+1)  
mrimer wrote:
! (Windows) Installer now doesn't require user admin privileges to run. (this one might be especially useful to CSR)
Yay!!!! For me? Thank you so much! :D :D :D

With TF's help, I made a copy of my TCB installation and was able to use this patch on it. I've seen the different bomb behavior in a Val Unrich room TF pointed out to me, but I'm not sure what all the other changes were about. If someone could link me to the relevant topics, I'd be happy to look at those changes too. But for HA testing and beta testing, I'm going to stick with my unpatched installation until this one becomes official.

One little glitch came up when I tried to patch a copy of TCB rather than my original TCB. When I browse to the folder that I want to install the patch in, the installer prints the wrong text in the directory location box. It appends an extra "DROD - The City Beneath" to the name of the folder I browsed to. (Hard to see that, as it's off screen. TF helped me find it.) Then the installer quits, saying it can't find the required directory. Manually typing the correct directory name in that box works. I mention this, because it looks like that's the exact same problem that zwetschenwasser is describing over here and in subsequent posts.
09-02-2008 at 12:11 AM
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robin
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icon Re: 3.2.1.84 Patch (Windows) (+1)  
In the "free download" section, there is still no download link to this patch, but to the previous one (3.2.0.83).

And in general board is also referring to 3.2.0.83.

(I just want to mention this, because at my home I have 3.2.1.84,
and with my parents I wanted to upgrade, but took me a while to find it.)

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11-27-2008 at 11:41 AM
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CuriousShyRabbit
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icon Re: 3.2.1.84 Patch (Windows) (+1)  
This patch is not the official version of DROD yet. There are several holds that won't work if you install this patch. Fireballs and Terrakept Resonant are two of them, but I don't yet have a complete list of all the 2.0 holds that break due to the unfortunate bomb changes.
11-27-2008 at 11:47 AM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (0)  
Now that my work on the Winter/Spring SmS is done, I'm going to take time to fix the list of bugs that has crept up on us. I've knocked off a good percentage of the outstanding issues listed on the Bugs board today, so I'll post build 85 here for testing the fixes listed in first point.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
04-20-2009 at 05:01 AM
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Briareos
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icon Re: 3.2.1 Patch (Windows) (+1)  
Any chance for a build 86 that fixes the tar-related horkedness introduced in build 85? When providing hints for this room I've just found that most demos were broken, as stepping on the gel/tar changer token right after the spawn triggers another spawn... :huh

Downgrading to build 84 fixed those demos.

np: Daedelus - Hrs Mins Secs (Love To Make Music To)

____________________________
"I'm not anti-anything, I'm anti-everything, it fits better." - Sole
R.I.P. Robert Feldhoff (1962-2009) :(

[Last edited by Briareos at 06-28-2009 12:20 PM]
06-28-2009 at 12:18 PM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (0)  
Sorry for being lax on resolving this issue. I'll fix it in a new beta build the next time I get DROD development time.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
07-16-2009 at 07:05 PM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (+1)  
I've uploaded build 86, which should fix the new build 85 bugs, as well as fixing various other game issues.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
08-22-2009 at 04:01 AM
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TFMurphy
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icon Re: 3.2.1 Patch (Windows) (0)  
Sadly, both Tahnan and I get the following error message upon attempting to run DROD after patching:

"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
08-22-2009 at 04:35 AM
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Briareos
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icon Re: 3.2.1 Patch (Windows) (+1)  
TFMurphy wrote:
Sadly, both Tahnan and I get the following error message upon attempting to run DROD after patching:

"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
Perhaps you're missing one of these updates that were recently released by Microsoft?

(I'm not sure if the update works as a standalone installer, though - in that case install this first...)

NB: The patch worked fine for me, but I'm running Windows 7 Ultimate which probably has most of the stuff you could be missing already installed, and the above update was automatically pushed by Windows update...

np: Dakota Suite - One Day Without Harming You (The End Of Trying)

____________________________
"I'm not anti-anything, I'm anti-everything, it fits better." - Sole
R.I.P. Robert Feldhoff (1962-2009) :(

[Last edited by Briareos at 08-22-2009 11:07 AM]
08-22-2009 at 11:02 AM
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TFMurphy
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icon Re: 3.2.1 Patch (Windows) (+1)  
It's a Manifest/VC Redist Version issue, yes. (Just like it was the last time we saw it)

Fairly annoying hoop for the average DROD player to jump through. Installing the update works, and so does editing the manifest to use the 762 version only, but that's an annoying extra step for Mike. (EDIT: Also, I'll note that despite having Automatic Updates enabled and also running Windows Update earlier today, neither managed to highlight that I needed the latest redistribution.)

I did find this page whilst searching for answers, but I'm not sure how useful it is. Also not sure what method Mike eventually used to resolve it the last time. Is this something the full install will be better at dealing with?

[Last edited by TFMurphy at 08-22-2009 03:32 PM]
08-22-2009 at 01:15 PM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (0)  
Oi, I didn't realize my system had...hrm...updated itself. Sorry about that. I'll work with you guys to update my build process to include the correct values or files in order to get the patch and full installers internally consistent. I don't want the user to have to update their system for DROD to keep working.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
08-22-2009 at 03:54 PM
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Briareos
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Well, Microsoft released those software updates for a reason; I'd actually call people having to install the update a Good Thing(TM), but you might want to either add the redist in the released patch or at least prominently point people at the download location.

(Of course I thought MS was nuts when Windows Update at work started downloading downloaded a ~230 MB patch for Visual Studio... that's no patch, that's a whole new VS release... :huh)

np: Adolf Noise - Steffex Twin (Wo Die Rammelwolle Fliegt)

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R.I.P. Robert Feldhoff (1962-2009) :(

[Last edited by Briareos at 08-22-2009 07:08 PM]
08-22-2009 at 07:06 PM
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TFMurphy
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icon Re: 3.2.1 Patch (Windows) (+2)  
While it would be nice to make sure that everyone had the new updates, I think it's a bad idea to go the route of "install this or you'll never get DROD to update". Having to actually go and independently install something extra, no matter how necessary it is, is a rather large turnoff for people -- very similar to Rabscuttle's recent post in the "Why DROD doesn't appeal to the masses" thread. We need something either more automated or more streamlined. Also, from what I've read, having Automatic Updates turned on only installs all the required updates if you have Visual Studio installed.

That said, I don't really know much about manifests and DLL versions. I see msvcr80.dll and msvcp80.dll in the DROD:TCB directory... would updating those locally work? So could the patch carry updated versions to write to the directory? And there's also that solution in at Ted's blog that I linked to. From searches, he seems to be helping out at various other places with installation problems based around this.

One important thing I've noticed though is that the current Build 86 executable has dependencies on *both* versions of Microsoft.VC80.CRT. That's kinda bad, as far as I've read. It means that certain included libraries are still compiled with the old version, and it seems to be recommended to get this down to one dependency (whether it's 4053 or 762). The solution at Ted's blog essentially states that even though it allows using the 762 version, SxS policy redirection will cause it to use 4053 if available (rather than stopping the program code and printing a cryptic error message).

But this is far out of my knowledge base, so I can't offer much help other than various possibilities I've looked at on the web.

EDIT: I don't know how helpful this is, but here's a particular thread related to all the issues (and yet another that Ted shows up in). Much of it seems to be discussing problems people are having of dealing with clients using their executables. Last post in the thread was a week ago though, so I don't know if there's another more recent thread.

2nd EDIT: Thought I'd found a more recent thread, but apparently, it was an old thread that had been replied to asking for help recently, so not quite our problem.

3rd EDIT: Did some more searching. As I said, this is kinda new to me, and probably not new at all to you, but it seemed like a useful link in any case: http://blogs.msdn.com/vcblog/archive/2007/10/12/how-to-redistribute-the-visual-c-libraries-with-your-application.aspx

For me, the most important thing about that link is that it reminded me that we can't guarantee that the user has Administrator access (remember the problems CSR had?). So updating the local dlls in the DROD directory seems like the best solution. This still leaves reducing the dependencies of DROD to only one version, and that will require some recompiling on your end and testing until the executable only has the one dependency.

[Last edited by TFMurphy at 08-28-2009 06:50 PM]
08-24-2009 at 12:34 AM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (0)  
Yeah, pretty much everything I know about manifests is encapsulated in the patch work I've done on DROD. My plan was to update the .dll (and manifest, if needed) files included with the game. I'll work with you to rebuild the drod.exe to link to only the newer version.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
09-01-2009 at 07:38 PM
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Jatopian
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icon Re: 3.2.1 Patch (Windows) (0)  
So can someone give me the tl;dr on whether it's safe to update yet? I'm still on build 83 due to that tarstuff thing, but I don't mind updating my Windows XP.

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09-01-2009 at 11:01 PM
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Dr. Murphy
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icon Re: 3.2.1 Patch (Windows) (+1)  
Jatopian wrote:
So can someone give me the tl;dr on whether it's safe to update yet? I'm still on build 83 due to that tarstuff thing, but I don't mind updating my Windows XP.
mrimer wrote:
If anyone would like to help test, please verify the below issues are fixed (if you know which bug reports they are addressing). If there's a problem with any of these fixes, I'll put out a new build to fix them before this patch goes official.
It's not obvious, so I've bolded the important key words (and key sentences). I'm pretty sure mrimer will announce when patch 3.2.1 truly goes live.
09-02-2009 at 12:37 AM
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TFMurphy
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mrimer wrote:
Yeah, pretty much everything I know about manifests is encapsulated in the patch work I've done on DROD. My plan was to update the .dll (and manifest, if needed) files included with the game. I'll work with you to rebuild the drod.exe to link to only the newer version.
Well, the forum thread I linked to in my edit notes that all static libraries have to be recompiled. So you'll want to do that. After recompiling, we then need to check what the embedded manifest looks like and if it's back down to one dependency. I've been using Resource Hacker to do that, myself. The manifest is file 24/1/1033. With the current patch, it contains references to versions 8.0.50727.4053 and 8.0.50727.762 for Microsoft.VC80.CRT. We want only one of those, and we don't want to just edit the manifest (despite this being a valid solution) because it'll mean you'll have to do this *every time* you make a new patch.

There's not much more I can help with other than that: my own compiler isn't set up in the same way (hell, the manifest it's currently generating is demanding just version 762 of VC80, but also wants VC90 as well). I'd just do a full recompile of all the libraries, then DROD, and either check the embedded manifest or post the patch and let us look at it.
09-03-2009 at 06:07 PM
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mrimer
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Well, I'm stumped. I've rebuilt all the static libraries and fully rebuilt DROD, but the two manifest dependencies are still there. Ugh. For now, I'm going to hack the intermediate.manifest file and see if that at least solves our problem.

Edit: I seem to recall this problem going away in 3.2 last year only after the stars aligned just right in my Windows configuration. I don't think it had anything to do with me rebuilding .libs. That is, once I had the right versions of various pieces of software installed that all relied on the same DLL versions -- outside of my DROD build, but that VS2005 depends on -- then the problem went away. :(

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 09-07-2009 06:33 PM]
09-07-2009 at 06:03 PM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (0)  
I've posted build 87. Would people who had the start-up problem in build 86 try this one to see if it's fixed now? Thanks, all.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
09-07-2009 at 06:26 PM
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Briareos
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icon Re: 3.2.1 Patch (Windows) (0)  
FWIW, my own build (using VS2008, with all third-party stuff except for Expat, FMOD, libcurl and SDL_ttf compiled from scratch) only shows one dependency:
<assemblyIdentity type='win32' name='Microsoft.VC90.CRT' version='9.0.21022.8' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' />
np: Luke Vibert - Marvellous Music Machine (We Hear You)

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R.I.P. Robert Feldhoff (1962-2009) :(
09-07-2009 at 06:33 PM
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mrimer
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Briareos wrote:
FWIW, my own build (using VS2008, with all third-party stuff except for Expat, FMOD, libcurl and SDL_ttf compiled from scratch) only shows one dependency:
<assemblyIdentity type='win32' name='Microsoft.VC90.CRT' version='9.0.21022.8' processorArchitecture='x86' publicKeyToken='1fc8b3b9a1e18e3b' />
np: Luke Vibert - Marvellous Music Machine (We Hear You)
That's cool. (see my edited post three above) Hmm...does anyone know a tool that will show what version dependencies exist in the static libs?

I've used Dependency Walker on drod.exe and it shows only a dependency on 8.0.50727.4053, but VS2005 is still building the .manifest file with a dependency on 8.0.50727.762. I don't know where this dependency is coming from.

____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 09-07-2009 06:37 PM]
09-07-2009 at 06:36 PM
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TFMurphy
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icon Re: 3.2.1 Patch (Windows) (+3)  
Okay, as I understand from this particular thread, there are two ways for a dependency to be automatically generated. The first is from the header, the second is from library linking.

To find whether the header is doing it, you're supposed to use the /P option with cl.exe. In VC2008, this was the Generate Preprocessed File option under C/C++ > Preprocessor. This creates a .i file for every .cpp file it builds. Search those .i files for the string 'manifestdependency'.

The way to search libraries is to use the command line tool dumpbin.exe. If you use dumpbin /DIRECTIVES <library name>.lib on each library, you can see if linking to that library will add any dependencies to a manifest. If this is the case, then if DROD is using that library, then you may have to rebuild that one.

I can only test this with VC2008, so I'm not sure the exact way to do it in 2005, but it should be pretty similar. (I hope.)

===

By the way, since I installed the security update, I'm unable to test whether the new patch will work fine with its edited manifest. However, I wasn't the only one who had troubles installing it at first, so maybe someone else who did will pipe up.
09-07-2009 at 08:35 PM
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Zorglub
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icon Re: 3.2.1 Patch (Windows) (0)  
I have the issue with the new patch. I tried to update from 3.2.0.82 and got the error message TFMurphy mentionned. Luckily I was able to apply the patch to .83 which allowed me to get a working app.
It wasn't clear which one of the 3 MS updates I was supposed to implement, but the Drod patch itself didn't install anything.

Should I install the MS updates separately, or is the Drod patch supposed to include it?
09-09-2009 at 06:03 AM
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icon Re: 3.2.1 Patch (Windows) (0)  
Zorglub wrote:
Should I install the MS updates separately, or is the Drod patch supposed to include it?
Considering that each of the MS patches weighs in a several times the size of the DROD patch - you've got to install them separately.

Still - Microsoft Update would have installed all those updates a not-so-long while ago; what's preventing you from using it?

(Though I think you should be good with this one...)

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09-09-2009 at 08:34 AM
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Zorglub
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Still not working. I'm using Windows update every month, but there were no such updates proposed.
I tried installing the updates manually, but drod still won't start.
I have Vis studio 2008 on my PC. Do you think this may have an impact?

09-09-2009 at 09:10 PM
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mrimer
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Oh, that's disappointing. I thought that tweaking the embedded manifest file was all that we needed to get it working. I'll try something else as soon as I can.

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09-10-2009 at 12:03 AM
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File: DRODTCBPatch3_2_1_build88.exe (1.6 MB)
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icon 3.2.1.88 Patch (Windows) (0)  
After getting a whole bunch of stuff sorted out on my development box, I'm making another attempt at fixing the linking issues.

Attached is a new build. See the top for the (substantial) changes in how the .exe file is built. Note that I'm including a new manifest directory with VC90 CRT DLLs for building with Visual Studio 2008. Please let me know what issues pop up now and I'll try to be responsive in solving them. I'd like to get this show back on the road. Thanks in advance for everyone's help. :)

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[Last edited by mrimer at 03-27-2010 10:32 PM]
03-27-2010 at 10:27 PM
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Briareos
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icon Re: 3.2.1 Patch (Windows) (+1)  
You might be interested in this blog post on the Visual C runtime mess by Avery Lee, the author of VirtualDub...

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03-27-2010 at 11:38 PM
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mrimer
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icon Re: 3.2.1 Patch (Windows) (0)  
Briareos wrote:
You might be interested in this blog post on the Visual C runtime mess by Avery Lee, the author of VirtualDub...
Thanks for the link. Yeah, his discription of these issues is basically as I understand it. I think I have everything linked up properly in the build 88 patch. It works for me when I install it on a system other than my development box, so I'd like to validate that it works for other players too. Especially if they don't have the latest .NET installed on their system. That's our acid test.

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03-28-2010 at 07:02 PM
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